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Advanced Quarry + Pipes don't explode #679

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ghost commented Mar 15, 2013

  1. Added advanced quarry: quarry that does silk touch

  2. Pipes will not explode if sent too much energy

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Flow86 commented Mar 15, 2013

I would say NO - power pipes HAVE to explode if overloaded. And I think you should create your own mod with the Advanced Quarry - the standard-quarry is balanced and good enough I think

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AartBluestoke commented Mar 15, 2013

@Flow86 how do you recommend balancing power input vs power supply to run a quarry (or even just a forestry carpenter) at max speed? -- there is no mechanism in BC to tell if a pipe is close to exploding, if a machine is running at max speed, or if all power from an engine is being consumed.

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SirSengir commented Mar 15, 2013

Explosions of conductive pipes are currently not quite working as intended. But the basic mechanic - overload/break if the system overloads - is sound. A PR that just removed the mechanic won't have a chance to get accepted. (There are plans to get rid of conductive pipes entirely, but no one has started on that yet.)

And NO to the advanced quarry. That's just silly in core BC. It's addon material, sorry.

@SirSengir SirSengir closed this Mar 15, 2013

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Flow86 commented Mar 15, 2013

@AartBluestoke see #666 if you want non-exploding pipes if no consumer is there anymore ;-) (but you have to compile yourself, and you will get exploding engines if they're not safety-triggered)

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AartBluestoke commented Mar 15, 2013

i like exploding engines, there's a gate-trigger i can use to manage that, exploding pipes just explode for no detectable reason :)

either way, i can see that updating for 1.5 is the priority now ;)

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Flow86 commented Mar 15, 2013

yes 1.5 is more important.

with my patch, pipes can still explode, but only if you really have 10000MJ pending somewhere (i personally get only 2000MJ for some time using thermalexpansion and redstone energy cells for energy storage)

There's a fix in place for exploding pipes, it's called "Redstone Energy
Conduits" ;)

On Fri, Mar 15, 2013 at 5:28 AM, Flow86 notifications@github.com wrote:

yes 1.5 is more important.

with my patch, pipes can still explode, but only if you really have
10000MJ pending somewhere (i personally get only 2000MJ for some time using
thermalexpansion and redstone energy cells for energy storage)


Reply to this email directly or view it on GitHubhttps://github.com/BuildCraft/BuildCraft/pull/679#issuecomment-14953653
.

Saw I wanted to make the default Quarry do silk touch 100% of the time, anyone willing to help me with that? From a person that hasn't really touched the code base the quarry code is complex.

Grab the code from that pull request and try to compile. Sounds good, isn't
it?
On Jun 25, 2013 3:15 PM, "Alex Wilde" notifications@github.com wrote:

Saw I wanted to make the default Quarry do silk touch 100% of the time,
anyone willing to help me with that? From a person that hasn't really
touched the code base the quarry code is complex.


Reply to this email directly or view it on GitHubhttps://github.com/BuildCraft/BuildCraft/pull/679#issuecomment-19969399
.

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